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*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="zakael19" data-source="post: 9774931" data-attributes="member: 7044099"><p>I thought I'd take a look at a NSR side game through these lenses: His Majesty the Worm - which is a bottom up design intended to take all the best ideas of the OSR blogosphere and "make dungeon crawling fun."</p><p></p><p>- <strong>Fiction First Gaming:</strong> "His Majesty the Worm aims to make dungeon exploration fun. It forefronts what might otherwise be fringe rules for food, light, and time, and shines the spotlight on the visceral experience of the dungeon crawl." All the stuff about levels of information based entirely on the questions the players ask and what they declare their characters are doing, the inherent skills and knowledge and stuff that adventurers who know they're adventurers bring, etc. The fiction drives gameplay. </p><p></p><p>- <strong>Freeform Narrative Tags for PCs: </strong>Your character has motifs like "Gentleman thief" or "Morbid jester" that you use to Bid Lore or aid a Test etc.</p><p></p><p>- <strong>Mechanically Reducing GM Workload: </strong>The game is designed with the "Blorb Principles" as a core guiding light. The intent is "...creating a robust setting up front so that the GM has to do very little (if any) improv during the game." Via the Meatgrinder table you fill and draw on for each dungeon room, the interesting creature design, and NPCs with wants/needs/likes/etc when actually playing the game you should have very direct and obvious next steps built into the mechanics. </p><p></p><p>- <strong>Anti-Railroad Revolutionaries: </strong>All the OSR stuff about presenting interesting challenges with no expected answers, arbitrating with an eye towards generosity if an idea is plausible (or giving them a yes, but... lead), lots of information so they can make informed decisions on solutions, etc.</p><p></p><p>- <strong>Consequential Rolls: </strong>"Let player decisions carry weight. If the players come up with ideas that should work, you don’t even need to touch the cards. Their plan can simply work. What makes sense comes before the rules" and "The GM calls for tests of fate when the situation is tense and failure is interesting."</p></blockquote><p></p>
[QUOTE="zakael19, post: 9774931, member: 7044099"] I thought I'd take a look at a NSR side game through these lenses: His Majesty the Worm - which is a bottom up design intended to take all the best ideas of the OSR blogosphere and "make dungeon crawling fun." - [B]Fiction First Gaming:[/B] "His Majesty the Worm aims to make dungeon exploration fun. It forefronts what might otherwise be fringe rules for food, light, and time, and shines the spotlight on the visceral experience of the dungeon crawl." All the stuff about levels of information based entirely on the questions the players ask and what they declare their characters are doing, the inherent skills and knowledge and stuff that adventurers who know they're adventurers bring, etc. The fiction drives gameplay. - [B]Freeform Narrative Tags for PCs: [/B]Your character has motifs like "Gentleman thief" or "Morbid jester" that you use to Bid Lore or aid a Test etc. - [B]Mechanically Reducing GM Workload: [/B]The game is designed with the "Blorb Principles" as a core guiding light. The intent is "...creating a robust setting up front so that the GM has to do very little (if any) improv during the game." Via the Meatgrinder table you fill and draw on for each dungeon room, the interesting creature design, and NPCs with wants/needs/likes/etc when actually playing the game you should have very direct and obvious next steps built into the mechanics. - [B]Anti-Railroad Revolutionaries: [/B]All the OSR stuff about presenting interesting challenges with no expected answers, arbitrating with an eye towards generosity if an idea is plausible (or giving them a yes, but... lead), lots of information so they can make informed decisions on solutions, etc. - [B]Consequential Rolls: [/B]"Let player decisions carry weight. If the players come up with ideas that should work, you don’t even need to touch the cards. Their plan can simply work. What makes sense comes before the rules" and "The GM calls for tests of fate when the situation is tense and failure is interesting." [/QUOTE]
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What Do You Think Of As "Modern TTRPG Mechanics"?
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